more render improvements

This commit is contained in:
Mark Vejvoda 2013-06-12 06:14:55 +00:00
parent 836172f87c
commit 1e1676a34a
8 changed files with 129 additions and 109 deletions

View File

@ -240,9 +240,9 @@ Quad2i GameCamera::computeVisibleQuad() {
Vec2f v1(std::sin(degToRad(viewDegree - hAng - fov)), std::cos(degToRad(viewDegree - hAng - fov)));
Vec2f v2(std::sin(degToRad(viewDegree - hAng + fov)), std::cos(degToRad(viewDegree - hAng + fov)));
v.normalize(false);
v1.normalize(false);
v2.normalize(false);
v.normalize();
v1.normalize();
v2.normalize();
Vec2f p = Vec2f(pos.x, pos.z) - v * dist;
Vec2i p1(static_cast<int>(p.x + v1.x * nearDist), static_cast<int>(p.y + v1.y * nearDist));

View File

@ -8139,14 +8139,14 @@ void Renderer::renderArrow(const Vec3f &pos1, const Vec3f &pos2,
const float blendDelay= 5.f;
Vec3f dir= Vec3f(pos2-pos1);
float len= dir.length(false);
float len= dir.length();
if(len>maxlen) {
return;
}
float alphaFactor= clamp((maxlen-len)/blendDelay, 0.f, 1.f);
dir.normalize(false);
dir.normalize();
Vec3f normal= dir.cross(Vec3f(0, 1, 0));
Vec3f pos2Left= pos2 + normal*(width-0.05f) - dir*arrowEndSize*width;

View File

@ -2349,7 +2349,7 @@ void World::exploreCells(const Vec2i &newPos, int sightRange, int teamIndex) {
}
//explore
float posLength = currRelPos.length();
double posLength = currRelPos.length();
//if(Vec2i(0).dist(currRelPos) < surfSightRange + indirectSightRange + 1) {
if(posLength < surfSightRange + indirectSightRange + 1) {
sc->setExplored(teamIndex, true);

View File

@ -66,7 +66,7 @@ public:
Quaternion();
Quaternion(float w, const Vec3f &v);
Quaternion(const EulerAngles &eulerAngles);
Quaternion(const AxisAngle &axisAngle);
//Quaternion(const AxisAngle &axisAngle);
//initializers
void setMultIdentity();
@ -75,9 +75,9 @@ public:
void setEuler(const EulerAngles &eulerAngles);
//unary operators
float length();
//float length();
Quaternion conjugate();
void normalize();
//void normalize();
//binary operators
Quaternion operator + (const Quaternion &q) const;
@ -91,7 +91,7 @@ public:
//conversions
Matrix3f toMatrix3() const;
Matrix4f toMatrix4() const;
AxisAngle toAxisAngle() const;
//AxisAngle toAxisAngle() const;
//local axis
Vec3f getLocalXAxis() const;

View File

@ -213,32 +213,36 @@ public:
return x < v.x || (x == v.x && y < v.y);
}
inline float length(bool requireAccuracy=true) const {
#ifdef USE_STREFLOP
if(requireAccuracy == true) {
return static_cast<float>(streflop::sqrt(static_cast<streflop::Simple>(x*x + y*y)));
}
return static_cast<float>(std::sqrt(static_cast<float>(x*x + y*y)));
#else
return static_cast<float>(sqrt(static_cast<float>(x*x + y*y)));
#endif
inline double length() const {
//#ifdef USE_STREFLOP
// if(requireAccuracy == true) {
// return static_cast<float>(streflop::sqrt(static_cast<streflop::Simple>(x*x + y*y)));
// }
// return static_cast<float>(std::sqrt(static_cast<float>(x*x + y*y)));
//#else
// return static_cast<float>(sqrt(static_cast<float>(x*x + y*y)));
//#endif
return static_cast<double>(std::sqrt(static_cast<double>(x*x + y*y)));
}
inline void normalize(bool requireAccuracy=true){
T m= length(requireAccuracy);
inline void normalize(){
T m= length();
x/= m;
y/= m;
}
inline Vec2<T> rotate(float rad){
const float
#ifdef USE_STREFLOP
c = streflop::cosf(rad),
s = streflop::sinf(rad);
#else
c = cosf(rad),
s = sinf(rad);
#endif
inline Vec2<T> rotate(float rad) {
// const float
//#ifdef USE_STREFLOP
// c = streflop::cosf(rad),
// s = streflop::sinf(rad);
//#else
// c = cosf(rad),
// s = sinf(rad);
//#endif
double c = std::cos(rad),
s = std::sin(rad);
return Vec2<T>(x*c-y*s,x*s+y*c);
}
@ -447,25 +451,26 @@ public:
return Vec3<T>(v-*this).length();
}
inline float length(bool requireAccuracy=true) const {
#ifdef USE_STREFLOP
if(requireAccuracy == true) {
return static_cast<float>(streflop::sqrt(static_cast<streflop::Simple>(x*x + y*y + z*z)));
}
return static_cast<float>(std::sqrt(x*x + y*y + z*z));
#else
return static_cast<float>(sqrt(x*x + y*y + z*z));
#endif
inline double length() const {
//#ifdef USE_STREFLOP
// if(requireAccuracy == true) {
// return static_cast<float>(streflop::sqrt(static_cast<streflop::Simple>(x*x + y*y + z*z)));
// }
// return static_cast<float>(std::sqrt(x*x + y*y + z*z));
//#else
// return static_cast<float>(sqrt(x*x + y*y + z*z));
//#endif
return static_cast<double>(std::sqrt(x*x + y*y + z*z));
}
inline void normalize(bool requireAccuracy=true){
T m= length(requireAccuracy);
inline void normalize() {
T m= length();
x/= m;
y/= m;
z/= m;
}
inline Vec3<T> getNormalized() const{
inline Vec3<T> getNormalized() const {
T m= length();
return Vec3<T>(x/m, y/m, z/m);
}

View File

@ -250,7 +250,7 @@ void ParticleRendererGl::renderModel(GameParticleSystem *ps, ModelRenderer *mr){
// float angleV= radToDeg(atan2(flatDirection.length(), direction.y)) - 90.f;
//#endif
float angleV= radToDeg(std::atan2(flatDirection.length(false), direction.y)) - 90.f;
float angleV= radToDeg(std::atan2(flatDirection.length(), direction.y)) - 90.f;
glRotatef(angleV, rotVector.x, rotVector.y, rotVector.z);
//#ifdef USE_STREFLOP

View File

@ -1209,19 +1209,26 @@ void Pixmap2D::splat(const Pixmap2D *leftUp, const Pixmap2D *rightUp, const Pixm
float distRd= splatDist(Vec2i(i, j), Vec2i(w, h));
const float powFactor= 2.0f;
#ifdef USE_STREFLOP
distLu= streflop::pow(static_cast<streflop::Simple>(distLu), static_cast<streflop::Simple>(powFactor));
distRu= streflop::pow(static_cast<streflop::Simple>(distRu), static_cast<streflop::Simple>(powFactor));
distLd= streflop::pow(static_cast<streflop::Simple>(distLd), static_cast<streflop::Simple>(powFactor));
distRd= streflop::pow(static_cast<streflop::Simple>(distRd), static_cast<streflop::Simple>(powFactor));
avg= streflop::pow(static_cast<streflop::Simple>(avg), static_cast<streflop::Simple>(powFactor));
#else
distLu= pow(distLu, powFactor);
distRu= pow(distRu, powFactor);
distLd= pow(distLd, powFactor);
distRd= pow(distRd, powFactor);
avg= pow(avg, powFactor);
#endif
//#ifdef USE_STREFLOP
// distLu= streflop::pow(static_cast<streflop::Simple>(distLu), static_cast<streflop::Simple>(powFactor));
// distRu= streflop::pow(static_cast<streflop::Simple>(distRu), static_cast<streflop::Simple>(powFactor));
// distLd= streflop::pow(static_cast<streflop::Simple>(distLd), static_cast<streflop::Simple>(powFactor));
// distRd= streflop::pow(static_cast<streflop::Simple>(distRd), static_cast<streflop::Simple>(powFactor));
// avg= streflop::pow(static_cast<streflop::Simple>(avg), static_cast<streflop::Simple>(powFactor));
//#else
// distLu= pow(distLu, powFactor);
// distRu= pow(distRu, powFactor);
// distLd= pow(distLd, powFactor);
// distRd= pow(distRd, powFactor);
// avg= pow(avg, powFactor);
//#endif
distLu = std::pow(distLu, powFactor);
distRu = std::pow(distRu, powFactor);
distLd = std::pow(distLd, powFactor);
distRd = std::pow(distRd, powFactor);
avg = std::pow(avg, powFactor);
float lu= distLu>avg? 0: ((avg-distLu))*random.randRange(0.5f, 1.0f);
float ru= distRu>avg? 0: ((avg-distRu))*random.randRange(0.5f, 1.0f);
float ld= distLd>avg? 0: ((avg-distLd))*random.randRange(0.5f, 1.0f);

View File

@ -52,9 +52,9 @@ Quaternion::Quaternion(const EulerAngles &eulerAngles){
setEuler(eulerAngles);
}
Quaternion::Quaternion(const AxisAngle &axisAngle){
setAxisAngle(axisAngle);
}
//Quaternion::Quaternion(const AxisAngle &axisAngle){
// setAxisAngle(axisAngle);
//}
void Quaternion::setMultIdentity(){
w= 1.0f;
@ -66,42 +66,50 @@ void Quaternion::setAddIdentity(){
v= Vec3f(0.0f);
}
void Quaternion::setAxisAngle(const AxisAngle &axisAngle){
#ifdef USE_STREFLOP
w= streflop::cosf(static_cast<streflop::Simple>(axisAngle.angle/2.0f));
v.x= axisAngle.axis.x * streflop::sinf(static_cast<streflop::Simple>(axisAngle.angle/2.0f));
v.y= axisAngle.axis.y * streflop::sinf(static_cast<streflop::Simple>(axisAngle.angle/2.0f));
v.z= axisAngle.axis.z * streflop::sinf(static_cast<streflop::Simple>(axisAngle.angle/2.0f));
#else
w= cosf(axisAngle.angle/2.0f);
v.x= axisAngle.axis.x * sinf(axisAngle.angle/2.0f);
v.y= axisAngle.axis.y * sinf(axisAngle.angle/2.0f);
v.z= axisAngle.axis.z * sinf(axisAngle.angle/2.0f);
#endif
}
//void Quaternion::setAxisAngle(const AxisAngle &axisAngle){
//#ifdef USE_STREFLOP
// w= streflop::cosf(static_cast<streflop::Simple>(axisAngle.angle/2.0f));
// v.x= axisAngle.axis.x * streflop::sinf(static_cast<streflop::Simple>(axisAngle.angle/2.0f));
// v.y= axisAngle.axis.y * streflop::sinf(static_cast<streflop::Simple>(axisAngle.angle/2.0f));
// v.z= axisAngle.axis.z * streflop::sinf(static_cast<streflop::Simple>(axisAngle.angle/2.0f));
//#else
// w= cosf(axisAngle.angle/2.0f);
// v.x= axisAngle.axis.x * sinf(axisAngle.angle/2.0f);
// v.y= axisAngle.axis.y * sinf(axisAngle.angle/2.0f);
// v.z= axisAngle.axis.z * sinf(axisAngle.angle/2.0f);
//#endif
//}
void Quaternion::setEuler(const EulerAngles &eulerAngles){
Quaternion qx, qy, qz, qr;
#ifdef USE_STREFLOP
qx.w= streflop::cosf(static_cast<streflop::Simple>(eulerAngles.x/2.0f));
qx.v= Vec3f(streflop::sinf(static_cast<streflop::Simple>(eulerAngles.x/2.0f)), 0.0f, 0.0f);
//#ifdef USE_STREFLOP
// qx.w= streflop::cosf(static_cast<streflop::Simple>(eulerAngles.x/2.0f));
// qx.v= Vec3f(streflop::sinf(static_cast<streflop::Simple>(eulerAngles.x/2.0f)), 0.0f, 0.0f);
//
// qy.w= streflop::cosf(static_cast<streflop::Simple>(eulerAngles.y/2.0f));
// qy.v= Vec3f(0.0f, streflop::sinf(static_cast<streflop::Simple>(eulerAngles.y/2.0f)), 0.0f);
//
// qz.w= streflop::cosf(static_cast<streflop::Simple>(eulerAngles.z/2.0f));
// qz.v= Vec3f(0.0f, 0.0f, streflop::sinf(static_cast<streflop::Simple>(eulerAngles.z/2.0f)));
//#else
// qx.w= cosf(eulerAngles.x/2.0f);
// qx.v= Vec3f(sinf(eulerAngles.x/2.0f), 0.0f, 0.0f);
//
// qy.w= cosf(eulerAngles.y/2.0f);
// qy.v= Vec3f(0.0f, sinf(eulerAngles.y/2.0f), 0.0f);
//
// qz.w= cosf(eulerAngles.z/2.0f);
// qz.v= Vec3f(0.0f, 0.0f, sinf(eulerAngles.z/2.0f));
//#endif
qx.w= std::cos(eulerAngles.x/2.0f);
qx.v= Vec3f(std::sin(eulerAngles.x/2.0f), 0.0f, 0.0f);
qy.w= streflop::cosf(static_cast<streflop::Simple>(eulerAngles.y/2.0f));
qy.v= Vec3f(0.0f, streflop::sinf(static_cast<streflop::Simple>(eulerAngles.y/2.0f)), 0.0f);
qy.w= std::cos(eulerAngles.y/2.0f);
qy.v= Vec3f(0.0f, std::sin(eulerAngles.y/2.0f), 0.0f);
qz.w= streflop::cosf(static_cast<streflop::Simple>(eulerAngles.z/2.0f));
qz.v= Vec3f(0.0f, 0.0f, streflop::sinf(static_cast<streflop::Simple>(eulerAngles.z/2.0f)));
#else
qx.w= cosf(eulerAngles.x/2.0f);
qx.v= Vec3f(sinf(eulerAngles.x/2.0f), 0.0f, 0.0f);
qy.w= cosf(eulerAngles.y/2.0f);
qy.v= Vec3f(0.0f, sinf(eulerAngles.y/2.0f), 0.0f);
qz.w= cosf(eulerAngles.z/2.0f);
qz.v= Vec3f(0.0f, 0.0f, sinf(eulerAngles.z/2.0f));
#endif
qz.w= std::cos(eulerAngles.z/2.0f);
qz.v= Vec3f(0.0f, 0.0f, std::sin(eulerAngles.z/2.0f));
qr= qx*qy*qz;
@ -109,23 +117,23 @@ void Quaternion::setEuler(const EulerAngles &eulerAngles){
v= qr.v;
}
float Quaternion::length(){
#ifdef USE_STREFLOP
return streflop::sqrt(static_cast<streflop::Simple>(w*w+v.x*v.x+v.y*v.y+v.z*v.z));
#else
return sqrt(w*w+v.x*v.x+v.y*v.y+v.z*v.z);
#endif
}
//float Quaternion::length(){
//#ifdef USE_STREFLOP
// return streflop::sqrt(static_cast<streflop::Simple>(w*w+v.x*v.x+v.y*v.y+v.z*v.z));
//#else
// return sqrt(w*w+v.x*v.x+v.y*v.y+v.z*v.z);
//#endif
//}
Quaternion Quaternion::conjugate(){
return Quaternion(w, -v);
}
void Quaternion::normalize(){
float il= 1.f/length();
w*= il;
v= v*il;
}
//void Quaternion::normalize(){
// float il= 1.f/length();
// w*= il;
// v= v*il;
//}
Quaternion Quaternion::operator + (const Quaternion &q) const{
return Quaternion(w +q.w, v+q.v);
@ -204,14 +212,14 @@ Matrix4f Quaternion::toMatrix4() const{
return rm;
}
AxisAngle Quaternion::toAxisAngle() const{
float scale= 1.0f/(v.x*v.x + v.y*v.y + v.z*v.z);
#ifdef USE_STREFLOP
return AxisAngle(v*scale, 2*streflop::acosf(static_cast<streflop::Simple>(w)));
#else
return AxisAngle(v*scale, 2*acosf(w));
#endif
}
//AxisAngle Quaternion::toAxisAngle() const{
// float scale= 1.0f/(v.x*v.x + v.y*v.y + v.z*v.z);
//#ifdef USE_STREFLOP
// return AxisAngle(v*scale, 2*streflop::acosf(static_cast<streflop::Simple>(w)));
//#else
// return AxisAngle(v*scale, 2*acosf(w));
//#endif
//}
Vec3f Quaternion::getLocalXAxis() const{
return Vec3f(